I really love your Road Hierarchy system you use in your city. I believe that any main roads should be free of any zoning as much as possible while you can designate side roads for any commercial industry or residences.
Nice video only problem I see with is Arterial is it’s not very realistic. As someone who lived in rural town small city and one of the largest cities. Arterial Roads are not void of buildings, they have commercial and offices on them even seen in some cases arterial roads having residential on them.
Great video on Road Hierarchy. Something I want to see is a guide on smart zoning usage. A big pet peeve I see a lot of people doing is their CSII series’ is that they start zoning areas willy-nilly and they start seeing wonky-looking buildings that face the wrong street directions later.
Been hoping that someone would make a video explaining this for awhile now, thanks for the simple yet very on point and effective explanations for each road type :)
No matter how many times I try to implement this, I always fail. I don't understand why the road types are locked at the start, it makes road layout very hard to do. I don't want to unlock all because that just makes the game boring :/ I feel like there needs to be an advanced map setup where you could choose specific things to be unlocked at the start.
Yeah some of the stuff that's locked is pretty questionable. So for now I just place and delete a bunch of power plants until I get to the road type I need.
the size of the road doesnt have to matter! you can actually just use the roada you have and chances have it it will be enough, just unlock the bigger roads asap. best of luck to you
In the beginning the road density isn’t an issue hence why some roads are locked at the beginning since it isn’t necessary for ur city, the point of the game is for ur city to grow, change and evolve overtime.
great video just wish it was a lil longer and had a bit more in game examples of you placing the roads so us noobs can better visualize what we need to do. the main thing i struggle with while playing is planning out my city, I always feel like I have a great start but then an hour in realize I didn't plan far enough in game for the issues i'm currently fixing.
This is he best explanation of road hierarchy I've encountered until now. In theory it is all well and good, but I noticed that many CCreators don't actually use road hierarchy even when they say they do. The difference I see is only in road size, not in the use. I see much confusion between arterial and collectors, and this is again the first time I see arterials used as they should. I do actually play CS1 and the video title brought me here, but this principle should be the same for every single city sim.
Constantly struggling with traffic issues in my cities, I think it's having too many intersections on the arterial and collector roads. Going to restart again and see where i get
I'm from the US. Strangely enough, a lot of our "highways" turn into "main street" when running thru a town center. The speed limit changes and that's it. Anywhere from 25-60mph (in my state) Usually, they're only 2-4 lanes sometimes with a shared turning lane in the center, but can be more.
The problem with your sprawly layout and huge stroads is that you make your cities so unwalkable that you force people into cars and exacerbate the problem you’re trying to solve in the first place.
@@bopo900 As somebody who lives in the United States, I know what happens to those paths. They just take up space next to the roads and nobody ever walks on them.
@@magnusolsson8000 in the united states maybe. Sad it happends but in city skylines(the game i was talking about) people use footpaths. In my city they do atleast. But real life and city skyline are 2 worlds apart. There are a thousand things happening in real life that wont happen in CS2.
@@magnusolsson8000"as somebody who lives in the United States".. From what I can recall the United States is a big big big place, I'm sure there's other corners of that huge place you haven't lived in and those layouts probably work just fine Also.. This is a game, it ain't the matrix dude
great video, will have a lot of use from this. would love a video about icons that pop up, what they are and how to fix them, for example i have problems with lack of high education, high rent, and building abandonment among others.
Could you provide a brief overview which are roads of what hirarchy level on the city plan at 6:27? Highway and locals seem pretty obvious, but at some places i do have troubles to figure which are arterials and which are collectors. Ty
The problem arises, especially for noobs, with your initial "Main Street". It will have commercial development on it and will have direct connections to residential streets. In other words it is more like the collector roads you described than the arterial road it will become. That means tearing down a hell of a lot of infrastructure. And this happens so quickly in the game I get no chance to enjoy my "village" before I must start ripping it to shreds. I must move at an uncomfortable pace which takes a lot of the fun out of the game for me. I'd be happier if the game moved slower. As it is it seems more like a job than a leisure activity.
Yep. I got to like 40K residents and everything just died! Time to start over - this is exceptionally helpful. The biggest effect the roads had on my city was GarBAGE!!!!!
I struggle to categorize the roads we have in the game. Clearly, a 2 lanes roads care locals. 4 lanes roads will be collectors. But for arterials, we have either 6 or 8 lanes roads. Which of the two should be arterials? In my current game on Archipelago, my main island use the following structure and for now it works but all roads are orange in the traffic view as people do not use public transport even with free tickets: - Main highway is a couplet of 4 lanes (with a 5th lane added near ramps for dedicate turning lanes) - Parallel arterials are 8 lanes roads - Perpendicular collectors are 6 lanes roads (as they have buses on them but no dedicated lanes for now) - But then I go to 2 lanes roads for collectors
any road can be any role in the hierarchy . it depends on use. a two lane road can be an arterial or even a highway if there are few junctions and has high radius turns for speed. don’t be so strict on what roads can create a junction with another either.
The pedestrians are driving me mad, I also delete the majority of crossings and build subs or bridges, but they'll still just walk straight across the road at the junction, not all but I'd say it's a 50/ 50 split, I hope they fix it in an upcoming patch. And talking of patches, my fps has improved quite a bit after the day 1 patch, but for some reason on high gfx I'm not getting those beautiful crisp textures like you are. Trees and cars look aweful, sometimes they kind of pop into full res but I have no idea why they look worse on a higher setting, my system is more than capable, what settings are you running?.. Also the anti alias settings?
Your game is bugged, cars are driving on the wrong side of the road. Other than that, thanks I really needed some help with this! I think I'm gonna have to tear up a large part of my city because traffic is getting insane even with tens of thousands of people using public transport. This is my first time ever playing this game genre. It's so fun, but my road decisions early game are abysmal.
It is not bugged. It is left-hand traffic, which is the case for several countries in the world like the UK, Australia, and many parts of south-east asia. It takes some getting used to, I live in Australia where the we drive on the left side, so seeing layouts in the right-hand side is conversely... confusing at times. But its how it is, and also just the same thing. Left or right-hand drive, my road-laying decisions will get me un-elected even if I'm running against the devil himself. xD
Do you pay attention to road Hierarchy rules in Cities Skylines 2 or just go with the flow?
I really love your Road Hierarchy system you use in your city. I believe that any main roads should be free of any zoning as much as possible while you can designate side roads for any commercial industry or residences.
I try to But there's some things I don't get.
Well, the flow led me here. The game is better played with good infrastructure.
if i played like you i woulve get bored of the game in less than a week
Nice video only problem I see with is Arterial is it’s not very realistic. As someone who lived in rural town small city and one of the largest cities. Arterial Roads are not void of buildings, they have commercial and offices on them even seen in some cases arterial roads having residential on them.
They shouldn't but it is true that many cities build stroads which are ugly and unsafe
yeah. Those are called stroads lol
Great video on Road Hierarchy. Something I want to see is a guide on smart zoning usage. A big pet peeve I see a lot of people doing is their CSII series’ is that they start zoning areas willy-nilly and they start seeing wonky-looking buildings that face the wrong street directions later.
I'm still learning the system but do plan on covering it soon!
Been hoping that someone would make a video explaining this for awhile now, thanks for the simple yet very on point and effective explanations for each road type :)
Thanks for this, helps a lot!
I would like to see a guide from you showing how to do sunken highways and making them actually look good.
No matter how many times I try to implement this, I always fail. I don't understand why the road types are locked at the start, it makes road layout very hard to do. I don't want to unlock all because that just makes the game boring :/ I feel like there needs to be an advanced map setup where you could choose specific things to be unlocked at the start.
Yeah some of the stuff that's locked is pretty questionable. So for now I just place and delete a bunch of power plants until I get to the road type I need.
You can use any size road it's the layout that matters at least in the beginning
the size of the road doesnt have to matter! you can actually just use the roada you have and chances have it it will be enough, just unlock the bigger roads asap. best of luck to you
In the beginning the road density isn’t an issue hence why some roads are locked at the beginning since it isn’t necessary for ur city, the point of the game is for ur city to grow, change and evolve overtime.
Defintely going to try the leave arterial roads unzoned trick. Thanks!
great video just wish it was a lil longer and had a bit more in game examples of you placing the roads so us noobs can better visualize what we need to do. the main thing i struggle with while playing is planning out my city, I always feel like I have a great start but then an hour in realize I didn't plan far enough in game for the issues i'm currently fixing.
He even gets extra experience points meanwhile explaining us the details 😅 01:42
Very nicely explained. Sticking to road hierarchy changed my gameplay in cities
This is he best explanation of road hierarchy I've encountered until now. In theory it is all well and good, but I noticed that many CCreators don't actually use road hierarchy even when they say they do. The difference I see is only in road size, not in the use. I see much confusion between arterial and collectors, and this is again the first time I see arterials used as they should. I do actually play CS1 and the video title brought me here, but this principle should be the same for every single city sim.
Constantly struggling with traffic issues in my cities, I think it's having too many intersections on the arterial and collector roads. Going to restart again and see where i get
I'm from the US. Strangely enough, a lot of our "highways" turn into "main street" when running thru a town center. The speed limit changes and that's it. Anywhere from 25-60mph (in my state) Usually, they're only 2-4 lanes sometimes with a shared turning lane in the center, but can be more.
if you don't mind answering, how did you create those slip lanes at 5:30? whenever i try with a non-highway road, i get a load of weird crossroads
The problem with your sprawly layout and huge stroads is that you make your cities so unwalkable that you force people into cars and exacerbate the problem you’re trying to solve in the first place.
It's not an issue if the public transport is planned to allow long distances to be covered.
not persee, just lay down footpaths between roads before you start zoning stuff in. if i lay footpaths after zoning it messes things up.
@@bopo900 As somebody who lives in the United States, I know what happens to those paths. They just take up space next to the roads and nobody ever walks on them.
@@magnusolsson8000 in the united states maybe. Sad it happends but in city skylines(the game i was talking about) people use footpaths. In my city they do atleast. But real life and city skyline are 2 worlds apart. There are a thousand things happening in real life that wont happen in CS2.
@@magnusolsson8000"as somebody who lives in the United States"..
From what I can recall the United States is a big big big place, I'm sure there's other corners of that huge place you haven't lived in and those layouts probably work just fine
Also.. This is a game, it ain't the matrix dude
great video, will have a lot of use from this. would love a video about icons that pop up, what they are and how to fix them, for example i have problems with lack of high education, high rent, and building abandonment among others.
Could you provide a brief overview which are roads of what hirarchy level on the city plan at 6:27?
Highway and locals seem pretty obvious, but at some places i do have troubles to figure which are arterials and which are collectors. Ty
I gave you a like for this nice video. Would you also happen to have a video about tips on where to use Alleys and Dirt Roads?
great guide, haven not checked all your videos, but have you a fresch start city with this hiraki?
The problem arises, especially for noobs, with your initial "Main Street". It will have commercial development on it and will have direct connections to residential streets. In other words it is more like the collector roads you described than the arterial road it will become. That means tearing down a hell of a lot of infrastructure. And this happens so quickly in the game I get no chance to enjoy my "village" before I must start ripping it to shreds. I must move at an uncomfortable pace which takes a lot of the fun out of the game for me. I'd be happier if the game moved slower. As it is it seems more like a job than a leisure activity.
You can literally pause the game though
@@KaitouKaiju Yes. If I can literally pause it, I should be able to literally slow it down.
Is it possible to do a well-planned city without the 'unlimited money' mode?
Yep. I got to like 40K residents and everything just died! Time to start over - this is exceptionally helpful. The biggest effect the roads had on my city was GarBAGE!!!!!
great thanks for the game play help
literally this is all you need to make a good city.
is the use of road hierarchy good for a grid layout?
Is it wise to zone on collector roads?
i dont think so but i suck at the game so take that with a grain of salt.
Road hierarchy works for grids
Do you offer images, graphics?
I struggle to categorize the roads we have in the game.
Clearly, a 2 lanes roads care locals.
4 lanes roads will be collectors.
But for arterials, we have either 6 or 8 lanes roads. Which of the two should be arterials?
In my current game on Archipelago, my main island use the following structure and for now it works but all roads are orange in the traffic view as people do not use public transport even with free tickets:
- Main highway is a couplet of 4 lanes (with a 5th lane added near ramps for dedicate turning lanes)
- Parallel arterials are 8 lanes roads
- Perpendicular collectors are 6 lanes roads (as they have buses on them but no dedicated lanes for now)
- But then I go to 2 lanes roads for collectors
any road can be any role in the hierarchy . it depends on use. a two lane road can be an arterial or even a highway if there are few junctions and has high radius turns for speed. don’t be so strict on what roads can create a junction with another either.
The pedestrians are driving me mad, I also delete the majority of crossings and build subs or bridges, but they'll still just walk straight across the road at the junction, not all but I'd say it's a 50/ 50 split, I hope they fix it in an upcoming patch.
And talking of patches, my fps has improved quite a bit after the day 1 patch, but for some reason on high gfx I'm not getting those beautiful crisp textures like you are. Trees and cars look aweful, sometimes they kind of pop into full res but I have no idea why they look worse on a higher setting, my system is more than capable, what settings are you running?.. Also the anti alias settings?
what map is this?
nice vid but common L for Left hand traffic
🤣
Thanks for the video, also they are driving on the wrong side of the road!
🤣🤣🤣
these are not zombies . zombies are dead animated corpses . those in last of us are fungus infected living people .
They are zombies without the name lmao
1.5 speed is kind of good for this video.
👍👍👍
Your game is bugged, cars are driving on the wrong side of the road.
Other than that, thanks I really needed some help with this! I think I'm gonna have to tear up a large part of my city because traffic is getting insane even with tens of thousands of people using public transport. This is my first time ever playing this game genre. It's so fun, but my road decisions early game are abysmal.
It is not bugged. It is left-hand traffic, which is the case for several countries in the world like the UK, Australia, and many parts of south-east asia. It takes some getting used to, I live in Australia where the we drive on the left side, so seeing layouts in the right-hand side is conversely... confusing at times. But its how it is, and also just the same thing. Left or right-hand drive, my road-laying decisions will get me un-elected even if I'm running against the devil himself. xD
Someone should show this to ImKibitz 😆
👌👌
Hi X.
Hey! Hope you're doing well!
So uncreative...
It's not supposed to be creative, it's a guide on roads 🤣
@@TotalXclipse fair enough. Just find it annoying how car centric the game is
left-hand traffic💀
why is american city planning so weird? Why do your cities look so less important than fckng roads lmao